Tanner

The Tanner hates his job and wants to die: he wins only if he is voted out.

Team
Tanner
From
Base game
Wakes
Does not wake (the night order)
In a deck
One card

What it does

The Tanner has no night action.

Rules and edge cases

  • The Tanner wins if he dies. When he does, the Werewolves, the Vampires and the Aliens cannot win, and the village wins only if one of their targets died as well.
  • The Tanner is on his own team: he wins with neither the village nor the wolves.
  • The card decides. The player holding the Tanner when the night ends is the one who wants to die.

How to play it

  • Look guilty, not theatrical. The best Tanner tells a story with one hole in it, the way a wolf under pressure would.
  • Contradict a player the table trusts, then give ground slowly.

When it is in the deck

  • With the Tanner in the deck, a player who is too easy to catch may be the Tanner. Check their story against the others before you vote.
  • The Apprentice Tanner knows who the Tanner is and wants him dead too.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Tanner. She sleeps through the rest of the night, as the original does.

Around it

More from the base game: Doppelgänger, Werewolf, Minion, Mason, Seer, Robber, Troublemaker, Drunk, Insomniac, Villager, Hunter.

See every role, or read how to play.